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Getting Lost in Axiom Verge | Making Metroidvanias

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    Hi, this is Mark Brown with Game Maker's Toolkit,
    a series on video game design.
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    The Metroidvania is so in right now.
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    From Ori and the Blind Forest to Xeodrifter,
    indie games are helping to resurrect this
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    dying retro formula, which involves wandering
    through maze-like maps, collecting new abilities,
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    and using them to tackle obstacles that were
    once impassable.
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    But I've been playing one recently that captures
    the feeling of a classic Metroid game better
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    than any other. It nails the sensation of
    getting lost, and stumbling into weird new
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    environments, and simply not knowing what's gonna be
    around the next corner.
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    That game is Axiom Verge.
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    I'll try not to spoil it in this video, but
    I will be showing some different areas and power-ups
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    if you're sensitive about that stuff.
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    Now, when I first played the game, I couldn't
    quite put my finger on what made it so evocative
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    of those treasured Nintendo games. Surely
    there was more to it, right, than the knock-off
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    8bit art and the trippy sci-fi setting.
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    But then I re-played some of the other recent
    Metroidvania games and I figured it out. I
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    realised that while many of them slavishly
    emulate Super Metroid, almost all of them
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    ignore the most important thing about that
    game: it didn't tell you where to go.
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    Where that game let you get lost and made
    you create your own maps - you know, paper ones, or
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    just mental ones - these games guide your
    every move with overzealous hints and markers
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    - or even paths - on your in-game map.
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    JASON FLEMMING: B5. B5. Got it.
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    Now, to be fair, even Metroid did this in
    later editions as both Fusion and Zero Mission
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    basically told you where to go. And, I'm well
    aware that what worked in 1994, when the internet
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    was barely even a thing, doesn't necessarily
    work so great in 2015.
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    But this is a huge part of what makes Super
    Metroid so terrific. And it's what makes Axiom
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    Verge great too. And we also see the benefits
    in a game like Bloodborne, so this video is
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    not just for side-scrolling games that look
    like they should come enclosed in a hunk of plastic.
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    These games let you set out on an adventure,
    choosing your own direction and your own path.
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    And when you stumble upon a new ability or
    a boss room it feels great because you got
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    there. There wasn't a big flashing waypoint
    on your map screen. It was all you.
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    Or was it? Because neither Axiom Verge nor
    Super Metroid really drop you into a maze
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    and let you run wild. In reality, they just
    give you an illusion of exploration, offering
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    a lot of different doors and paths that are
    actually dead ends along the path to the next
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    goal.
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    But what about when you unlock a new ability?
    When your brain races to think about how this will
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    affect previously visited areas, just like
    how you reconsider everything you've seen
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    in a movie when you hit a plot twist. You're
    the one responsible for choosing which area
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    to return to, right?
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    Well, you definitely have more choice in this
    instance, sure. But, still, these games have techniques
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    to push you in the right direction and send
    you rushing back to the next critical room
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    on your journey.
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    That room might be memorable in some way.
    This area in Super Metroid, which is where
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    you you need to come back to once you have
    the hi-jump boots, has an imposing gargoyle
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    face for a door which should sear it into
    your memory as somewhere important.
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    And in this room, you get momentarily trapped
    between a pair of closing gates. That brief
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    moment of peril should make it stick in your
    brain, if only because you want to come back
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    and show those stupid doors who's boss when
    you've got the speed booster.
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    Putting the room on the cusp of a new environment
    is smart, too, as you get a teasing hint of
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    somewhere exciting to come back to.
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    Another clever trick is to hint at the correct
    application of your new ability when you get it.
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    Most games in this genre copy the old Metroid
    trick of doing away with tutorials by just
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    locking you in a room with your new ability
    and forcing you to use it to get back out.
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    But you also see things like this: when you
    get the ice beam in Super Metroid you're forced
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    to freeze this little guy, who just so happens
    to look exactly like the critters you need
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    to freeze to move along the critical path.
    Put two and two together, and you're back
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    on the trail.
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    //
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    ability, but they both lead you to the same critical
    path.
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    I'll show you what I mean. When you get the
    high jump ability you can use it to get up
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    here, or up here. Either way, you're lead
    to this room. By giving the player two opportunities
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    to commit a room to memory, the game has doubled
    their chance of getting to the right place.
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    Metroid's pathfinding trick is these navigation
    terminals that fill in just enough of your
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    map to hint at areas you should explore, without
    spoiling all the secrets.
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    And if you really do get lost, these games
    put barriers behind you to quietly reduce
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    the number of possible places for you to check
    when backtracking.
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    They might be very temporary barriers, like
    the way doors lock behind you in Super Metroid
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    when you're in a critical room that contains
    a puzzle.
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    This is Nintendo's way of avoiding a common
    pitfall with Metroidvanias, where players
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    don't always know if they can overcome an
    obstacle with their current skills or if they
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    need to come back later. By getting locked
    in until you figure it out, you're left with
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    no doubt as to whether you're able to pass.
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    Or they might be barries that lock off huge
    parts of the map. In Axiom Verge, you might
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    not put realise when you hop off this platform
    that it's too high to jump back up until you
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    get a future ability, locking you off from
    getting lost and wandering back to the beginning
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    of the game.
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    And in Super Metroid, this chamber is impossible
    to climb back up without the ice beam which
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    means you're stuck in a hellish, volcanic
    area called Norfair for a good long while.
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    But revisiting old areas shouldn't be dull
    or tedious, anyway.
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    New abilities like the grappling hook and
    the speed booster let you move more quickly,
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    you should be able to open up shortcuts, and
    level design tricks like Super Metroid's hub
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    and spoke system help you navigate the world more easily.
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    And, going back the way you came can be made
    more interesting, too - like how this section
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    in Brinstar is littered with enemies on the
    way back. Or, the designer can cut out backtracking
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    altogether with a nice loop around in the
    level design.
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    It's worth noting that I got completely and
    utterly lost in both Super Metroid and Axiom
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    Verge. But that's okay. Because players have
    to know they can get a bit lost, to feel that
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    sense of satisfaction when they finally figure
    out the way.
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    Like how after you're trapped down in the
    claustrophobic depths of Norfair for what
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    feels like an eternity, you're finally able
    to escape. You climb up this long chamber,
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    literally blow your way out with a super bomb,
    and break out onto the surface - only to realise
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    that you're right back at the very beginning of
    the game.
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    But now you're way more powerful and adept,
    and you're ready to get lost all over again
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    as you delve into all the areas you couldn't
    access back then.
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    It's these narrative arcs make Metroid
    games so great. But they work best when you're
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    given permission to get lost. When you're
    encouraged to explore and when you're rewarded
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    for having a good memory.
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    So, long may this genre live on, but hopefully
    the critical success of Axiom Verge will encourage
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    more developers to stop telling us where to
    go, and just let us get a bit lost.
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    Thanks for watching. If you want to see a
    Metroidvania that does something completely
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    different with backtracking, click the screen
    for my video about Toki Tori 2
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    And please consider liking this video,
    leaving a comment, or supporting the show
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    on Patreon.
Title:
Getting Lost in Axiom Verge | Making Metroidvanias
Description:

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Duration:
07:05

English, British subtitles

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